One of the primary goals of game AI is finding a simple and scalable solution for editing logic. Finite state machines have the advantage of being quite simple, but for large systems you’ll need a hierarchical FSM to provide reusable transitions between states.
Such HFSMs are certainly a popular way for making scalable logic. However, they do not provide any modularity for states; you can’t reuse states to provide logic for different goals or situations without rewiring them. Behavior trees (BT) on the other hand take a different approach…
Behavior Trees in V3D are at early stage of development, but the main functionality is already implemented. There is possibility to create simple behavior trees and to establish them to entities on scene.
The editor of behavior trees looks like:


Existing behavior trees are located in asset library:

Behavior trees give the chance to work on a low level and to use the embedded scripts. But later, when the library of BT elements will be expanded, the need to use scripts to be minimized.


In future:
Behavior Tree Tutorials:
http://aigamedev.com/articles/?tx_ttnews[cat]=17&cHash=93c15cd059
Complex Behavior Trees in Halo 2:
http://www.gamasutra.com/gdc2005/features/20050311/isla_01.shtml
The Spore Behavior Tree AI System:
http://chrishecker.com/My_Liner_Notes_for_Spore/Spore_Behavior_Tree_Docs
Artificial Intelligence for Games (Ian Millington,John Funge):
http://books.google.ru/books?id=1OJ8EhvuPXAC&lpg=PA370&ots=iSWLtgTWxz&dq=behavior%20trees%20Artificial%20Intelligence%20for%20Games&pg=PA334#v=onepage&q=behavior%20trees%20Artificial%20Intelligence%20for%20Games&f=false
References describing Hierarchical Behavior Trees
http://aigamedev.com/open/articles/bt-overview/
http://aigamedev.com/open/articles/behavior-trees-part1/
http://aigamedev.com/open/articles/behavior-trees-part2/
http://aigamedev.com/open/articles/behavior-trees-part3/
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